For objects (especially vehicles) with highly detailed mechanical areas that are likely difficult to find sufficient reference material of, what methods do you use to model these areas?
>have my own 3D printer
>see cool model on shapeways that i want to try printing
>shapeways expects me to pay obscene prices for it's nylon prints that they want to mail you (including shipping and handling of course)
>scumbag faggot uploaders provide no way to download the stl so I can print my own
WHY THE FUCK DID THIS HOBBY HAVE TO BE POISONED FROM IT'S VERY INCEPTION BY FUCKING MIDDLEMEN WHO WANT TO NICKLE AND DIME ME
I ALREADY HAVE THE PRINTER YOU FUCKS
I guess this is meant to be some kind of "shit post"? That's not really what this board is about though.
For anyone else who came across this strange post, I'd just like to remind you that if you have a 3d printer and want models to print, you can find millions of them for free on yobi3d, deviantart, sketchfab, blendswap, turbosquid, video game model ripping sites (themodelsresource) and of course make your own.
I'm not in the discord too often. But I doubt trolls go there, it's probably just a meme posted here and there that you get triggered by.
No moderation, go back to rebbit/tumblr/babbywebsite of your choice.
well if you don't visit the discord often then why comment faggot?
i don't mind some playful trolling/lighthearted banter but if it gets to the point where obsessive/compulsive then its not fun anymore
I'm a fucking idiot with Blender and require help
For some reason, no matter what I set my samples to, the scene always tries rendering 14,000 samples per tile. What am I doing wrong?
Fuck, I'm reading up on it now, and apparently most people don't use more then fucking 4 bounces? Goddammit.
Does that influence sample amount or am I just fixing one part of the problem
And also Steampunk character appreciation thread.
What image catalog does all you artists use the have all your images tagged and searchable
ive come across a lot of programs that try to take the logic completely out of the user's hands, asking for large sets of images to infer parallel planes and such; can anyone point me to a program where i can render a 3d environment, using an image and guide-lines like "this and this are parallel, these are perfect circles, so it can tell what the viewing angle is and build from there?
some skewed prisms for reference
circles are perfect, and rectangles vary in height.
i'd like to be able to plug in a scale and extend it through the frame.
So, here is the thing. I need a machine that can handle animation, modeling, rendering, editing and post production AND i need it to be mobile.
I don't really care about the weight because the reason i need it to be mobile is not to take it on trips or whatever but because i just move a lot between cities and dissembling and reassembling it every few moths is a fucking pain. Need to travel light(er) so i am thinking an all in one or a laptop (now that they get full video cards) may be a choice.
Just a few years ago this would have been silly to even consider... I do have a budget between 2k and 3k because there are some extra fees on muy country for this kind of stuff.
I am thinking an I7 with a GTX 1070/1080 and 16 gb of ram would do the trick for now...
So, what do you guys think? can a mobile workstation be the main workstation? Any suggestions? thanks in advance.
you just need to make sure your graphics cards have cuda cores and enough memory. 16gb will do.
you will need an ssd too if ur sculpting or highpoly. and other than that get a cooling deck so ur computer won't slow down
I'm trying to add cheapo jiggle physics to a character, avoiding a soft body sim because it's computationally expensive and doesn't allow for hair collision. I found https://youtu.be/yCnkrTTYtn4 and it works for my purposes, but I couldn't figure out how to constrain the outer box's movement to the bone movement of the character. I finally added it to the rig, and this works too, but the inner cube now only reacts to the original location of the outer cube, as if it weren't part of the rig. Is there a way to "bake" rigged movement to an object so that you can separate it from the rig and still have it move in the same way as when it was rigged (of course, without being able to change that movement)?
Sorry, I can't. I'll try to describe it more clearly. I have a character with a large belly that I want to jiggle when he moves. I have him rigged like a normal biped, with an extra bone controlling the belly. That bone is constrained by the movement of the inner box as in the video above. So when I move the outer box, the inner box bounces around, which drives the rotation of the belly bone, which makes it jiggle.
Instead of moving and animating the outee box manually, I want to have it move with the character's spine bone. So I added the outer box to the rig and assigned its vertices to the spine bone; so now, it mirrors that bone's movement.
However, the inner box does not react to the new movement of the rigged outer box. It reacts as if the outer box were still unrigged (as if there's an invisible copy).
>decided to start taking 3d seriously last summer
>been doing free work on and off for a few months now, cause I don't feel like I put enough effort into it
>some people are literally offering to pay me now, yet I still can take it
How do I overcome this?
post your requests btw, I feel like wasting my time and effort
You mean how to stop being a lazy shit? Grow up!
But seriously, everybody has problems with procrastinating and lack of commitment, you arent any special in that regard. Its only a hobby so if you dont like it stop forcing yourself to it and do something else, if you do like it find a way to actually stick to regular work ruitine, there isnt much more to say here.
If you want to do 3d get yourself on some curses or even 3d related education, join some forums projects etc.
Also requests? Why requests something we can make yourself, its a cg board, we all can make bad looking teapod renders.
I did, and if you meant something else then learn to type out your post in a non retarded manner.
Not using meme arrows and making normal posts might be a start.
How long does this take for a decently good 3D artist to conjure up? Granted the idea was already drawn on paper and they knew what they wanted and just had to put in the work.
>arnold integrated in maya 2017
>doesnt come in the rar for maya
>download arnold separately and set it up
>its still slow af cpu rendering
>cycles literally 10x faster
Im working in a class exercice, i can use any asset to make a scene in unity and program a first person controller. I have everything i need except a cockpit. Does anyon know a free cockpit asset that i could use?
Looking good so far, i have camera bounce for the mech steps and the cockpit is made with half life 2 monitors, some screen shake will be needed.
Now i need:
Proper animated texture for the cockpit glass
Proper muzle flares, somting like this https://youtu.be/u8GK2oGerrM
maybe some lens flares or reflections (candela maybe?)
Next i will set up the mech and pilot arms and the definitive gun with recoil
using maya 2016
Trying to add thickness to a shell, but it puts everything everywhere, guessing the axis thing on extrude is off but i cant move it
The mesh you're trying to extrude is probably fucked and consists of non manifold components, try running a clean up tool before extruding.
The axis for the extrusion is not off, it just shows a normal for one of the faces being extruded but the extrude is still going to effect everything selected.
If nothing else works, try extruding by incresing the "Local translate Z" parameter instead of thickness.
Also, these kind of newbie questions belong in the "Questions that don't deserve their own thread" thread, so try using that one next time.
Post your work on sketchfab stuff and answer questions about it / generally chat.